#+TITLE: Core Rules

* Universe
** Physics
Some universes have IU physics, such as magic.
* Campaign
* Character Creation
- Start with level 2. Multiclass available.
- Disregard encumbrance, within practical reason.

** Choose Being
- Dwarf
- Elf
- Human

** Choose Class
- Hit Dice
- Hit Points
- Proficiencies
- Other Class Features (Spells, Styles, etc)

*** Combat Mage
- Modified version of the Wizard.
- Can only carry 1 magazine to begin.
- Disregard material components.
- All spells risk Drain when rolling a 1.
- Can cast after slots run out and risk FullDrain.
- Martial, Magical

*** Bounty Hunter
- Modified version of the Barbarian.
- Starts with 12 magazines, 2 extra projectile weapons.
- Martial
- Dual Fire

*** Street Samurai
- Modified version of the Fighter.
- Starts with 10 magazines.
- Martial

*** Technomancer
- Modified version of the Monk.
- Proficient with computers.
- 3 magazines.
- Lucky(Levels of Technomancer), Magical
- Treat ki as spells

** Calculate Ability Scores

Standard distribution:
15, 14, 13, 12, 10, 8

Then modify by the Being and Class.

** Choose Background
The SRD only has Acolyte.
- Additional Skill Proficiency
- 2 Languages or 2 Tools or 1 of each
- Alignment
- Faith
- Lifestyle
- Characteristics
- Features

** Choose Cyberware
- Choose any combination from Version 1 with up to -6 Essence Penalty.

** Choose Equipment
- 1 projectile weapon.
- 1 melee weapon.
- 1 armour.
- 1 libre comlink, the Flossy X7 with subvocal mic.
- 1 medkit (modified version of the Healing Potion).
- 1000 Nuyen.

* Action Economy
** Entering Combat
Ordered:
1. Determine surprise
2. Establish positions
3. Roll initiative :: Determines turn order.
4. Take turns :: Begin the round.
5. Begin the next round

** Turns
Unordered:
- Movement :: Characters may move via walking, running, rolling, etc
              up to their maximum during their turn. May also divide
              movement before or after other parts of the turn, such
              as moving 3 spaces, attacking, and then moving 3 more
              spaces.
- Action :: Typically used for attacks, but also can trade an action
            for any other type, such as for doubling movement, unless
            stated otherwise.
- Bonus Action :: Typically a set of additional actions a character
                  can make during their turn.
- Other Activity :: Characters get one Other Activity, typically
                    something else that does not require a DC such as
                    anything from, but not limited to, the Interacting
                    with Objects list.
- Reaction :: Interruptions from other actors.

** Effects
See also the [[file:../tables/Descriptions.org][Descriptions table]].

- Scatter :: Where an effect happens, offset from the target.
- Splash :: Where an effect happens, in addition to the target.
- Roll :: TBD

These optional rules address where an effect happens, often for
determining friendly fire or where an effect actually happened. In
general use a die that best maps to the coordinates around the
target. These rules will assume a square grid map.

*** Scatter Example

Alex throws a Molotov cocktail at Billie. Alex needs to a throw a DC
15 to get the grenade on target. Typically a critical failure means
either a dud or attacking oneself. In this case Alex rolls a 12, a
miss, but the Molotov cocktail still travels. Alex rolls a 1d8 => 5 to
get the direction and places the landing position of the Molotov 3
(15 - 12) spaces away.

#+NAME: Scatter
#+BEGIN_SRC text
.....................................
..................234................
.........A........1B5.X..............
..................876................
.....................................
#+END_SRC

*** Splash Example

Billie did not enjoy the Molotov cocktail so they shoot back at Alex
with a shotgun. Typically we would simply use the AC abraction rules,
but in this case, shotguns have a side effect; the buckshot spreads
out in a cone. Anyone next to the path of the shot has a chance of
getting hit. Alex has an AC of 15, so as long as Billie rolls a 14
(15 - 1) Carol has a chance of getting hit with splash damage, for
whatever remains from the potential damage that would have hit
Alex. Billie rolls a 15 to hit and a 1d10 => 4 for Alex. Carol has a
10 AC, so Billie hit them also, with a 1d10 with a max potential
damage of 6 because 4 of 10 already went to Alex.

#+NAME: Splash
#+BEGIN_SRC text
.....................................
.....................................
.........A=========B.................
.........C...........................
.....................................
#+END_SRC

*** TODO Scatter and Splash Example
Similar to above Splash example, but with another person standing next
to Alex.

*** TODO Scatter and Roll Example
Similar to above Scatter example, but with an explosive that has a
timer and can roll rather than a Molotov which explodes on contact.

*** TODO How could you possibly miss!? Example
Analogous to hitting the broad side of a barn. Even if missing the
intended target, surely something or someone suffered the effect,
assuming not a critial failure.

#+NAME: Hitting a barn
#+BEGIN_SRC text
.........F...........................
.........E...........................
........GA=========B.................
.........C...........................
.........D...........................
#+END_SRC

* Scale
In terms of characters, groups of characters, vehicles, etc.
* Role Playing
* Challenge Rating
* Source Material Accessibility
* [[file:../tables][Tables Directory]]
* TODO Items

- Remove MagLimit.
- Add a feature to SINS archetypes, use the bonus action to get one
  extra shot to attack with disadvantage for each attack whenever
  using a semi-auto firearm. This feature does not apply to burst or
  fullauto fire.
- Re-replace all references to class with archetype, except for when
  explaining the terminology replacement.

* References
- https://media.wizards.com/2016/downloads/DND/SRD-OGL_V5.1.pdf
- https://www.5esrd.com/
